Alice O'Wonderland, L8

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Warlock 8

CLASS & LEVEL PLAYER NAME


Alice O'Wonderland
Changeling Far Traveler (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
+2 Constitution +2 14 59 --
+0 -1 Intelligence
CLASS
• +3 Wisdom INITIATIVE HIT POINTS
10
• +8 Charisma
Total 8d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+2 DEFENSES HIT DICE DEATH SAVES

14 SAVING THROWS INSPIRATION


=== WEAPONS ===
Simple Weapons
CONSTITUTION +2 Acrobatics DEX
=== TOOLS ===
+3 PROFICIENCY BONUS
+2 P
+0

+8
Animal Handling WIS
Arcana CHA
Flute
=== LANGUAGES ===
+0 Athletics STR Common, Giant, Leonin, Naush
14
ABILITY SAVE DC
P +8 Deception CHA
-1 History INT
INTELLIGENCE
P +3 Insight WIS Sorcery Points • OOO / Short Rest
-1 +5 Intimidation CHA 30 ft. (Walking)
10 ft. (Jumping)
Quickened Spell • 2sp • Cast a spell that has a cast-
ing time of 1 action, as a bonus action for this casting.
P +2 Investigation INT
8 +0 Medicine WIS SPEED Subtle Spell • 1sp • Cast a spell without any S or V.
-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +3 Perception WIS


=== SPECIAL === === REACTIONS ===
+5 Performance CHA
+0 Shapechanger • As an action, you can change your Entropic Ward • / Short Rest O
P +8 Persuasion CHA appearance and your voice. You can’t duplicate the Once per short rest, when a creature makes an attack
appearance of a creature you’ve never seen, and your roll against you, you can use your reaction to impose
-1 Religion INT clothing and equipment aren’t changed by this trait.
10 disadvantage on that roll. If it misses you, your next attack
+2 Sleight of Hand DEX roll against the creature has advantage if you make it
before the end of your next turn.
+2 Stealth DEX
CHARISMA
Sculptor of Flesh • O
/ Long Rest
+0 Survival WIS You can cast polymorph using a warlock spell slot.

+5 Undying Servitude • O
/ Long Rest
You can cast animate dead without using a spell slot.

20

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE WISDOM (PERCEPTION)


Eldritch Blast (2 Blasts) +8 1d10+5 Force V/S, Range 120ft., Roll each Separate

Cheshire Cat Claw +4 1d4+3 Piercing DC 16 CON Save vs 2d4 Poison & Poisoned 1min.
13 PASSIVE WISDOM (INSIGHT)

Cheshire Cat Scare WIS 16 1 Creature On fail, target is frightened of you and the cat.

12 PASSIVE INTELLIGENCE (INVESTIGATION)


Mad Hatter Teapot +4 1d6+2 Piercing As Bonus action, Animated Zombie

Awakened Mind • You can telepathically speak to


any creature you can see within 30 ft. of you if it
understands at least one language. Familiar Attack • On your turn, you may order the Cheshire Cat to use it's Scare or Claw attack as a Bonus Action.

SENSES WEAPON ATTACKS & CANTRIPS

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Warlock 8
CLASS & LEVEL PLAYER NAME
Alice O'Wonderland
Changeling Far Traveler (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

===GREAT OLD ONE WARLOCK FEATURES === === ELDRITCH INVOCATIONS === === CHANGELING RACIAL TRAITS ===

* Pact Magic • PHB 107 You learn fragments of forbidden knowledge that * Shapechanger • 1 Action
You can cast known warlock spells using CHA as your imbue you with an abiding magical ability. As an action, you can change your appearance and
spellcasting modifier (Spell DC 16, Spell Attack +8). your voice. You determine the specifics of the
You can use an arcane focus as a spellcasting focus. | Agonizing Blast • PHB 110 changes, including your coloration, hair length, sex,
When you cast eldritch blast, add +5 to the damage it height and weight. You can make yourself appear as a
* Awakened Mind • PHB 110 deals on a hit. member of another race, though none of your game
You can telepathically speak to any creature you can statistics change. You can’t duplicate the appearance
see within 30 ft. of you if it understands at least one | Investment of the Chain Master • TCoE 71 of a creature you’ve never seen, and you must adopt a
language. When you cast find familiar, you infuse the summoned form that has the same basic arrangement of limbs
familiar with a measure of your eldritch power, granting that you have. Your clothing and equipment aren’t
* Entropic Ward • 1 / Short Rest • 1 Reaction the creature the following benefits: changed by this trait.
Once per short rest, when a creature makes an attack - The familiar gains either a flying speed or a
roll against you, you can use your reaction to impose swimming speed (your choice) of 40 ft. * Languages • ERftLW
disadvantage on that roll. If it misses you, your next - As a bonus action, you can command the familiar to You can speak, read, and write Common and two
attack roll against the creature has advantage if you take the Attack action. other languages of your choice.
make it before the end of your next turn. - The familiar’s weapon attacks are considered
magical for the purpose of overcoming immunity and
=== PACT OF THE CHAIN === resistance to nonmagical attacks. === FEATS ===
- If the familiar forces a creature to make a saving
You learn the find familiar spell, it doesn't count throw, it uses your spell save DC. * Metamagic Adept • Sorcery Points: 3 / Short Rest
against your number of known spells, and you can cast - When the familiar takes damage, you can use your You gain 3 sorcery points to spend on Metamagic.
it as a ritual. Your familiar can take on a more powerful reaction to grant it resistance against that damage. These points are added to any sorcery points you have
form, and when you take the Attack action, you can from another source and can be used only on
forgo one of your own attacks to allow your familiar to | Sculptor of Flesh • PHB 111 Metamagic. You regain these three sorcery points
make one attack with its reaction. Once per long rest, you can cast polymorph using a when you finish a Short rest.
warlock spell slot.
| Quickened Spell • PHB
| Undying Servitude • TCoE 71 When you cast a spell that has a casting time of 1
You can cast animate dead without using a spell slot. action, you can spend 2 sorcery points to change the
Once you do so, you can’t cast it in this way again until casting time to 1 bonus action for this casting.
you finish a long rest.
| Subtle Spell • PHB
When you cast a spell, you can spend 1 sorcery point
to cast it without any S or V components.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP

Dagger 1 1 lb.

SP Dagger 1 1 lb.

Crossbow, Light 1 5 lb.


EP Book 1 5 lb.

Ink (1 ounce bottle) 1 --


GP Ink Pen 1 --

Parchment (one sheet) 10 --


PP
Backpack 1 5 lb.

Clothes, Traveler's 1 4 lb.


WEIGHT CARRIED

36.1 lb. Viol 1 1 lb.

ENCUMBERED Wand 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

150 lb. Little Bag of Sand 1 --

PUSH/DRAG/LIFT Small Knife 1 --

300 lb. Studded Leather 1 13 lb.

EQUIPMENT

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Female 10 Medium 4'-2" 84
GENDER AGE SIZE HEIGHT WEIGHT
Alice O'Wonderland Chaotic Good Cheshire Cat White Blue Blonde
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I say what I mean! ...at least — I mean what I


say — that's the same thing, you know.
I’ve often seen a cat without a grin but a grin
without a cat! It’s the most curious thing I ever
saw in all my life!
PERSONALITY TRAITS

It’s no use going back to yesterday,


because I was a different person then.

IDEALS

Who in the world am I?


Ah, that's the great puzzle.

BONDS

I don't really care where I'm going, therefore it


doesn't matter which way I go. After all, what
use is a book without pictures or conversations?

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Background Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and


perhaps even your appearance all mark you as
foreign. Curious glances are directed your way
wherever you go, which can be a nuisance, but
you also gain the friendly interest of scholars and
others intrigued by far-off lands, to say nothing of
everyday folk who are eager to hear stories of
your€homeland.

You can parley this attention into access to people


and places you might not otherwise have, for you
and your traveling companions. Noble lords,
scholars, and merchant princes, to name a few,
might be interested in hearing about your distant
homeland and people.

CHARACTER BACKSTORY ADDITIONAL NOTES

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13
16 +5
+8

Spellcasting Ability Modifier: +5

C n p

L4 S Slot : OO

5d10

3 Creatures

8 hours

20 Temp HP, 20 Cold Damage

Mad Hatter's Teapot


Wonderous Item, Uncommon, Requires Attunement
Refils on Short Rest or with Spell Slots
This teapot fills with one random Potion or Poison each Long rest.
It may also be refilled by your patron, expending a spell slot.
Any effects that require a saving throw use yoru Spell Save DC.

One potion MUST be consumed by someone each long rest. If you


do not, you must make a Charisma Saving Throw vs your Spell
Save DC at the start of your long rest. On failure, your patron will
see you as ungrateful and will revoke your eldritch powers the
following day.
Spilling or wasting the potion is equally ungreatful.

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